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Here's this week's paying-member-exclusive Thursday post of Horrifically Overpowered Class Features for the Hybrid and Occult character classes of Pathfinder 1st edition. This goes along with the paying-member-exclusive Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered product or article goes up. The index also has the Horrifically Overpowered Feat I suggest using to allow characters to access these HO class features.

Today we do the H.O Medium. The Medium is designed to be a flexible class that can adapt to situations and fill gaps in a group's options. That flexibility both makes the class tricky to know how to balance as a game designer, and how to build and grow a a player. For the horrifically Overpowered version, I decided to lean into that flexibility, making it both easier to access and more potent.

Horrifically Overpowered Medium Class Features 

You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article, or Index).

(A Horrifically Overpowered Medium and her Spirits, art by warmtail)

Horrifically Overpowered Medium Skills (Horrifically Overpowered): When you channel a spirit, select four skills. As long as you channel that spirit those skills are class skills for you, and you gain one bonus rank per class level in each of the skills. You still cannot exceed a total number of ranks equal to your character level.

Horrifically Overpowered Medium Weapon and Armor Proficiencies (Horrifically Overpowered): When you channel a spirit, select one weapon. If it is a simple weapon, you gain a +1 to attack and damage rolls with that weapon, and the save DC of your spells and class abilities increase by 1/4 your class level (minimum +1). If it is a martial weapon, with that weapon you gain proficiency, +2 to attack rolls, and a bonus to damage rolls equal to half your class level. If it is an exotic weapon, you gain proficiency with that weapon, and a bonus to your CMB and CMD when wielding that weapon equal to 1/2 you class level (minimum +1), and combat maneuvers you attempt with that weapon do not provoke attacks of opportunity. One weapon in your possession when you channel the spirit can temporarily become the selected weapon. It has any magic or material properties of the original weapon that can apply to the new weapon, and otherwise is a typical masterwork weapon. It becomes a force effect. When you stop channeling the spirit, the weapon returns to normal.

When you channel a spirit, select one type of armor or shield. You become proficient with that armor or shield. If you are wearing armor when you channel the spirit, the armor can temporarily become the selected armor. It has any magic or material properties of the original armor that can apply to the new armor, and otherwise is typical masterwork armor. It becomes a force effect. When you stop channeling the spirit, the armor returns to normal.

If you select a shield, you form a shield of the selected type. It is a typical masterwork shield, and counts as a force effect. When you stop channeling the spirit, the shield fades.

Horrifically Overpowered Spirit (Horrifically Overpowered): When you channel a spirit, you do not require any particular location to do so. You can perform the séance to channel a spirit in 10 minutes. You may do this an additional number of times per day equal to 1/5th your class level (minimum +1 times/day).

You can channel two spirits at once, selecting both in a single séance. You do not take any penalties when a spirit has three points of influence over you.

Horrifically Overpowered Spirit Bonus (Horrifically Overpowered): You add your Charisma bonus to the value of your spirit bonus.

Horrifically Overpowered Spirit Surge (Horrifically Overpowered): You double the dice of your spirit surge. You can use your spirit surge an additional number of times per day equal to your Charisma bonus without your spirit gaining any additional influence.

Horrifically Overpowered Shared Séance (Horrifically Overpowered): When you use this ability you can grant your allies the boons of three spirits. Each ally can gain different boons, none of which need to be boons from the spirit you channel for yourself.

Horrifically Overpowered Taboo (Horrifically Overpowered): When you expend a use of spirit surge gained from taking a taboo, you roll an additional d10 and add its value to the result. If you banish a spirit, you can channel it normally the next day with no penalties.

Horrifically Overpowered Haunt Channeler (Horrifically Overpowered): Double the damage you deal to a haunt. If you ask a haunt a question, it must answer honestly (though if the haunt does not know the answer, it simply states as much). If you funnel a haunt entirely into yourself, it is automatically dispersed and has no further effect after 1 round.

Horrifically Overpowered Location Channel (Horrifically Overpowered): When you location channel, double the number of questions that may be asked. You can ask the questions yourself. You can end the location channel automatically at any time. You can also use this ability against a living but helpless creature within 30 feet.

Horrifically Overpowered Connection Channel (Horrifically Overpowered): Once per day, you can use location channel against a living creature within 30 feet. It receives a Will save, DC 10 + 1/2 your class level + your Wisdom bonus + your Charisma bonus.

Horrifically Overpowered Propitiation (Horrifically Overpowered): You can use this ritual to end any possession or compulsion effect on yourself, or on any one helpless or willing creature that is present.

Horrifically Overpowered Ask the Spirits (Horrifically Overpowered): You can use this ability as a move action. You never receive a false answer.

Horrifically Overpowered Astral Journey (Horrifically Overpowered): You can choose to have this work as ethereal jaunt or astral project, with none of the limitations astral journey normally has.

Horrifically Overpowered Trance of the Three (Horrifically Overpowered): When you use this power, you can allow any number of the spirits you are not channeling to enter you, up to and including all of them, still only incurring 1 point of influence. You gain the spirit bonus of all the additional spirits for the ability's duration.

Horrifically Overpowered Spacious Soul (Horrifically Overpowered): Using this power does not suppress your spirit. Each round one of you gets a full set of normal actions, but the other gets a single standard action. You can each take immediate actions. You decide who gets actions each round, and never need to make a check to enforce that decision.

Horrifically Overpowered Spirit Mastery (Horrifically Overpowered): You can use spirit surge without incurring influence as often as you want by using a die one die step smaller than normal. You can still also use the ability normally for full-sized bonus dice.

Horrifically Overpowered Astral Beacon (Horrifically Overpowered): You can swap what spirit you are channeling as a swift or move action. When you would normally incur influence, you may choose whether or not you do incur influence, and if so what spirit it applies to. You can add or remove as much influence as you wish from all your spirits with ten minutes of meditation.

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